Powers/Hazards: Faerzress
1d |
Intensity |
1-2 |
Low (1d rads per week) |
3-4 |
Medium (1d rads per
day) |
5-6 |
High (1d rads per hour) |
1d, 1d, 1d |
Mutation |
1-3, 1, 1 |
Metabolism Change |
1-3, 1, 2 |
Thick-Skinned |
1-3, 1, 3 |
Strength Change |
1-3, 1, 4 |
Dexterity Change |
1-3, 1, 5 |
Intelligence Change |
1-3, 1, 6 |
Health Change |
1-3, 2, 1 |
Perception Change |
1-3, 2, 2 |
Will Change |
1-3, 2, 3 |
Force Field |
1-3, 2, 4 |
Poison Resistance |
1-3, 2, 5 |
Fire Resistance |
1-3, 2, 6 |
Cold Resistance |
1-3, 3, 1 |
Electricity Resistance |
1-3, 3, 2 |
Acid Resistance |
1-3, 3, 3 |
Sonic Resistance |
1-3, 3, 4 |
Disease Resistance |
1-3, 3, 5 |
Petrification
Resistance |
1-3, 3, 6 |
Digestive System Change |
1-3, 4, 1 |
Planejumper |
1-3, 4, 2 |
Calmness |
1-3, 4, 3 |
Regeneration |
1-3, 4, 4 |
Magic Resistance |
1-3, 4, 5 |
Psionic Resistance |
1-3, 4, 6 |
Reaction Change |
1-3, 5, 1 |
Speed Change |
1-3, 5, 2 |
See Invisible |
1-3, 5, 3 |
Light Sensitivity |
1-3, 5, 4 |
Infravision |
1-3, 5, 5 |
Fitness |
1-3, 5, 6 |
Vision Change |
1-3, 6, 1 |
Taste and Smell Change |
1-3, 6, 2 |
Hearing Change |
1-3, 6, 3 |
Touch Change |
1-3, 6, 4 |
Teleportation |
1-3, 6, 5 |
Scales |
1-3, 6, 6 |
Breath Weapon |
4-6, 1, 1 |
Bad Magic Conductivity |
4-6, 1, 2 |
Rage |
4-6, 1, 3 |
Claws |
4-6, 1, 4 |
Hooves |
4-6, 1, 5 |
Horns |
4-6, 1, 6 |
Tail |
4-6, 2, 1 |
Eye Change |
4-6, 2, 2 |
Antennae |
4-6, 2, 3 |
Wings |
4-6, 2, 4 |
Webbed Hands and Feet |
4-6, 2, 5 |
Breath Alteration |
4-6, 2, 6 |
Saliva |
4-6, 3, 1 |
Teeth |
4-6, 3, 2 |
Acidic Blood |
4-6, 3, 3 |
Fur |
4-6, 3, 4 |
Slippery Skin |
4-6, 3, 5 |
Sticky Skin |
4-6, 3, 6 |
Speech Change |
4-6, 4, 1 |
Extra Arm |
4-6, 4, 2 |
Extra Leg |
4-6, 4, 3 |
Extra Head |
4-6, 4, 4 |
Atelekineticity |
4-6, 4, 5 |
Spinal Deformation |
4-6, 4, 6 |
Colorblindness |
4-6, 5, 1 |
Photosynthesis |
4-6, 5, 2 |
Unusual Biochemistry |
4-6, 5, 3 |
Sleep Alteration |
4-6, 5, 4 |
Circulatory Alteration |
4-6, 5, 5 |
Spine Loss |
4-6, 5, 6 |
Pain Sensitivity |
4-6, 6, 1 |
Finger Melding |
4-6, 6, 2 |
Crushing Resistance |
4-6, 6, 3 |
Cutting Resistance |
4-6, 6, 4 |
Impaling Resistance |
4-6, 6, 5 |
Piercing Resistance |
4-6, 6, 6 |
Twisted Mana Generator |
Metabolism Change: Roll 1d:
1-2: Very Slow Metabolism. You gain Reduced Consumption 4 (p. B80) and Slow Healing 2 (p. B155).
3-4: Slow Metabolism. You gain Reduced Consumption 2 (p. B80) and Slow Healing 1 (p. B155).
5-6: Fast Metabolism. You gain Increased Consumption 1 (p. B139).
Thick-Skinned: You gain DR 1 (Tough Skin, -40%) (3).
Strength Change: Roll 1d.
1-2: You gain -2 to ST.
3-4: You gain -1 to ST.
5-6: You gain +1 to ST.
Dexterity Change: Roll 1d.
1-2: You gain -2 to DX.
3-4: You gain -1 to DX.
5-6: You gain +1 to DX.
Intelligence Change: Roll 1d.
1-2: You gain -2 to IQ.
3-4: You gain -1 to IQ.
5-6: You gain +1 to IQ.
Health Change: Roll 1d.
1-2: You gain -2 to HT.
3-4: You gain -1 to HT.
5-6: You gain +1 to HT.
Perception Change: Roll 1d.
1-2: You gain -2 to Per.
3-4: You gain -1 to Per.
5-6: You gain +1 to Per.
Will Change: Roll 1d.
1-2: You gain -2 to Will.
3-4: You gain -1 to Will.
5-6: You gain +1 to Will.
Force Field: Roll 1d.
1-2: You emanate a strong attraction field. Your Dodge value is decreased by 2 against projectile att acks.
3-4: You emanate a weak attraction field. Your Dodge value is decreased by 1 against projectile attacks.
5-6: You emanate a weak repulsion field. Your Dodge value is increased by 1 against projectile attacks.
Poison Resistance: Roll 1d.
1-2: You gain Susceptible to Poison 2 (p. B158).
3-4: You gain Susceptible to Poison 1 (p. B158).
5-6: You gain Resistant to Poison (+3) (p. B80).
Fire Resistance: Roll 1d.
1: You gain Vulnerability (Fire, x4) (p. B161).
2: You gain Vulnerability (Fire, x3) (p. B161).
3: You gain Vulnerability (Fire, x2) (p. B161).
4: You gain DR 1 (Limited, Fire, -40%) (p. B46).
5: You gain DR 2 (Limited, Fire, -40%) (p. B46).
6: You gain DR 4 (Limited, Fire, -40%) (p. B46).
Cold Resistance: Roll 1d.
1: You gain Vulnerability (Cold, x4) (p. B161).
2: You gain Vulnerability (Cold, x3) (p. B161).
3: You gain Vulnerability (Cold, x2) (p. B161).
4: You gain DR 1 (Limited, Cold, -40%) (p. B46).
5: You gain DR 2 (Limited, Cold, -40%) (p. B46).
6: You gain DR 4 (Limited, Cold, -40%) (p. B46).
Electricity Resistance: Roll 1d.
1: You gain Vulnerability (Electricity, x4) (p. B161).
2: You gain Vulnerability (Electricity, x3) (p. B161).
3: You gain Vulnerability (Electricity, x2) (p. B161).
4: You gain DR 1 (Limited, Electricity, -40%) (p. B46).
5: You gain DR 2 (Limited, Electricity, -40%) (p. B46).
6: You gain DR 4 (Limited, Electricity, -40%) (p. B46).
Acid Resistance: Roll 1d.
1: You gain Vulnerability (Acid, x4) (p. B161).
2: You gain Vulnerability (Acid, x3) (p. B161).
3: You gain Vulnerability (Acid, x2) (p. B161).
4: You gain DR 1 (Limited, Acid, -40%) (p. B46).
5: You gain DR 2 (Limited, Acid, -40%) (p. B46).
6: You gain DR 4 (Limited, Acid, -40%) (p. B46).
Sonic Resistance: Roll 1d.
1: You gain Vulnerability (Sound, x4) (p. B161).
2: You gain Vulnerability (Sound, x3) (p. B161).
3: You gain Vulnerability (Sound, x2) (p. B161).
4: You gain DR 1 (Limited, Sound, -40%) (p. B46).
5: You gain DR 2 (Limited, Sound, -40%) (p. B46).
6: You gain DR 4 (Limited, Sound, -40%) (p. B46).
Disease Resistance: Roll 1d.
1-2: You gain Susceptible to Disease 2 (p. B158).
3-4: You gain Susceptible to Disease 1 (p. B158).
5-6: You gain Resistant to Disease (+3) (p. B80).
Petrification Resistance: Roll 1d.
1-2: You gain Susceptible to Petrification 2 (p. B158).
3-4: You gain Susceptible to Petrification 1 (p. B158).
5-6: You gain Resistant to Petrification (+3) (p. B80).
Digestive System Change: Roll 1d.
1-3: You gain Restricted Diet (Herbivore) (p. B151).
3-6: You gain Restricted Diet (Carnivore) (p. B151).
Planejumper: When you are targeted by plane shift or other effect that transports you to another plane, you are transported to a random plane instead.
Calmness: You cannot become Berserk or be granted Berserk with spells and other abilities.
Regeneration: Roll 1d.
1: You gain Unhealing (Total) (p. B160) and lose existing Rapid Healing, Very Rapid Healing, and Regeneration advantages.
2: You gain Slow Healing 3 (p. B155).
3: You gain Slow Healing 2 (p. B155).
4: You gain Slow Healing 1 (p. B155).
5: You gain Increased Consumption 1 (p. B139) and Rapid Healing (p. B79).
6: You gain Increased Consumption 2 (p. B139) and Regeneration (Slow) (p. B80).
Magic Resistance: Roll 1d.
1: You gain Magic Susceptibility 3 (p. B143).
2: You gain Magic Susceptibility 2 (p. B143).
3: You gain Magic Susceptibility 1 (p. B143).
4: You gain Magic Resistance 1 (p. B67).
5: You gain Magic Resistance 2 (p. B67).
6: You gain Magic Resistance 1 (Improved, +150%) (p. B67).
Psionics Resistance: Roll 1d.
1-2: You gain Susceptible to Psionics 2 (p. B158).
3-4: You gain Susceptible to Psionics 1 (p. B158).
5-6: You gain Resistant to Psionics (+3) (p. B80).
Reaction Change: Roll 1d.
1-2: You gain a -0.5 penalty to your Basic Speed.
3-4: You gain a -0.25 penalty to your Basic Speed.
5-6: You gain a +0.25 bonus to your Basic Speed.
Speed Change: Roll 1d.
1-2: You gain a -2 penalty to your Basic Move.
3-4: You gain a -1 penalty to your Basic Move.
5-6: You gain a +1 bonus to your Basic Move.
See Invisible: You gain See Invisible (Magic) (p. B83).
Light Sensitivity: Roll 1d.
1-2: You gain Night Blindness (p. B144) and lose any Night Vision you have.
3-4: Your default illumination level shifts 1d levels towards the darkness.
5-6: You gain 1d levels of Night Vision (p. B71).
Infravision: Roll 1d.
1-2: You lose Infravision.
3-4: You gain Infravision (p. B60), but lose the ability to use normal vision.
5-6: You gain Infravision (p. B60.
Fitness: Roll 1d.
1-2: You gain Very Unfit (p. B160).
3-4: You gain Unfit (p. B160).
5-6: You gain Fit (p. B55).
Vision Change: Roll 1d.
1: You gain Blindness (p. B124).
2: You gain Bad Sight (Nearsighted) (p. B123).
3: You gain Bad Sight (Farsighted) (p. B123).
4: You gain Bad Sight (Low Resolution) (GURPS Powers: Enhanced Senses, p. B12).
5: You gain Bad Sight (No Fovea) (GURPS Powers: Enhanced Senses, p. B12).
6: You gain 1d/2 levels of Acute Vision (p. B35).
Taste and Smell Change: Roll 1d.
1-2: You gain No Sense of Smell/Taste (p. B146).
3: You gain No Sense of Smell/Taste (Smell Only, -50%) (p. B146).
4: You gain No Sense of Smell/Taste (Taste Only, -50%) (p. B146).
5-6: You gain 1d/2 levels of Acute Taste and Smell (p. B35).
1-2: You gain Deafness (p. B129).
3-4: You gain Hard of Hearing (p. B138).
5-6: You gain 1d/2 levels of Acute Hearing (p. B35).
Touch Change: Roll 1d.
1-4: You gain Numb (p. B146).
5: You gain 1d/2 levels of Acute Touch (p. B35).
6: You gain Sensitive Touch (p. B83).
Teleportation: Roll 1d.
1-3: You become unstable. You gain a +1 bonus to all rolls to use teleportation abilities, and you gain a -1 penalty to resist teleportation abilities.
3-6: You become stable. You cannot teleport or be teleported.
Scales: First, determine the color by rolling 3d.
3d |
Color |
3 |
Black |
4 |
White |
5 |
Green |
6 |
Red |
7 |
Blue |
8 |
Rainbow |
9 |
Pearl |
10 |
Yellow |
11 |
Orange |
12 |
Gold |
13 |
Brass |
14 |
Bronze |
15 |
Silver |
16 |
Copper |
17 |
Gray |
18 |
Brown |
1-2: You gain Scales (GURPS Power-Ups 2: Perks, p. 12).
3: You gain Scales (GURPS Power-Ups 2: Perks, p. 12) and DR 1 (Flexible, -20%).
4: You gain Scales (GURPS Power-Ups 2: Perks, p. 12) and DR 2 (Flexible, -20%).
5: You gain Scales (GURPS Power-Ups 2: Perks, p. 12) and DR 3 (Flexible, -20%).
6: You gain Scales (GURPS Power-Ups 2: Perks, p. 12), DR 3 (Flexible, -20%), and Numb (p. B146).
Breath Weapon: First, determine the damage type by rolling 1d.
1-2: Fire (deals burning damage).
3-4: Cold (deals burning non-incendiary damage).
5: Electricity (deals burning surge damage with Side Effect, Stunning, +50%).
6: Acid (deals corrosion damage).
Then roll 1d to determine the damage.
1-3: 1d.
4-5: 1d+2.
6: 2d.
Then roll 1d to determine the FP cost.
Then roll 1d to determine the recharge time.
1-3: 5 seconds between uses.
4-6: 10 seconds between uses.
You gain an innate attack with the following parameters. It is a Jet that uses the Innate Attack (Breath) skill to hit.
Bad Magic Conductivity: Roll 1d. You gain a penalty on all rolls to use magical abilities equal to the result.
Rage: Roll 1d.
1: You gain Berserk (6) (Battle Rage, +50%) (p. B124).
2: You gain Berserk (6) (p. B124).
3: You gain Berserk (9) (Battle Rage, +50%) (p. B124).
4: You gain Berserk (9) (p. B124).
5: You gain Berserk (12) (p. B124).
6: You gain Berserk (15) (p. B124).
Claws: Roll 1d.
1: You gain Blunt Claws (p. B42) and Bad Grip 1 (p. B123).
2: You gain Sharp Claws (p. B42) and Bad Grip 1 (p. B123).
3: You gain Sharp Claws (p. B42).
4: You gain Talons (p. B43) and Bad Grip 1 (p. B123).
5: You gain Long Talons (p. B43) and Bad Grip 2 (p. B123).
6: You gain Long Talons (p. B43) and No Fine Manipulators (p. B145).
Hooves: You gain Hooves (p. B42).
Horns: Roll 1d.
1-4: You gain Striker (Horns; Crushing; Cannot Parry, -40%) and your skull gains extra DR 1.
5-6: You gain Striker (Horns; Impaling) and your skull gains extra DR 1.
Tail: Roll 1d.
1-3: You gain a normal tail.
4: You gain Striker (Tail Club; Crushing; Clumsy 2, -40%).
5: You gain Striker (Barbed Club; Large Piercing; Clumsy 2, -40%).
6: You gain a prehensile tail (Extra Arm 1 (Extra-Flexible, +50%; No Physical Attack, -50%; Weak, 1/2 ST, -25%) [8]).
Eye Change: Roll 1d.
1: You gain Blindness (p. B124) and Injury Tolerance (No Eyes) (p. B60).
2: You gain Restricted Vision (No Peripheral Vision) (p. B151)
3: Your eyes grow stalks. You gain 360⁰ Vision (Easy to Hit, -20%) (p. B34).
4: You gain No Depth Perception (p. B145).
5: You gain One Eye (p. B147).
6: You gain Peripheral Vision (p. B74).
Antennae: You gain antennae that grant you Vibration Sense (Air) (p. B96).
Wings: First, determine the size of the wings by rolling 1d.
1d |
Limitation on Flight |
1-2 |
Small Wings, -10% |
3-6 |
Winged, -25% |
1d |
Limitation on Flight |
1-5 |
Gliding, -50% |
6 |
Cannot Hover, -15% |
1d | Type |
1-2 | Bat-like |
3 | Reptilian |
4 | Feathered |
5 | Dragonfly-like |
6 | Butterfly-like |
2d |
Wing Color |
2 |
Red |
3 |
Orange |
4 |
Yellow |
5 |
Green |
6 |
Blue |
7 |
Purple |
8 |
Black |
9 |
Gray |
10 |
White |
11 |
Brown |
12 |
Rainbow |
Webbed Hands and Feet: You gain Amphibious (p. B40) and Ham-Fisted 1 (p. B138).
Breath Alteration: Roll 1d.
1: You gain Doesn’t Breathe (Gills, -50%) (p. B49).
2: You lose the ability to breathe water. If you couldn’t breathe air, you become able to breathe it.
3: You gain Filter Lungs (p. B55).
4-6: You gain 1d/3 levels of Breath-Holding (p. B41).
Saliva: Roll 1d.
1-3: You gain toxic saliva. Your bite attacks deal 1 point of follow-up toxic damage.
4-6: You gain acidic saliva. Your bite attacks deal 1 point of follow-up corrosion damage.
Teeth: Roll 1d.
1-3: You gain Weak Bite (p. B161).
4-5: You gain Sharp Teeth (p. B91).
6: You gain Fangs (p. B91).
Acidic Blood: You seep acid if he suffers any cutting, impaling, or piercing injury. You bleed on the weapon that wounded you – or your foe, if attacked with Claws, Teeth, etc. – which immediately begins to corrode, taking 1d-3 corrosion damage. Until you stop bleeding, the acid drips on everything nearby. This works like any other Aura, and you can deliberately attack others by flicking your blood around.
Fur: You gain Fur (p. B101) and Temperature Tolerance 1 (Cold) (p. B93).
Slippery Skin: You gain 1d/3 levels of Slippery (p. B85) and Bad Smell (p. B124).
Sticky Skin: You gain Good Grip 1 (GURPS Template Toolkit 2: Races, p. 44) and Bad Smell (p. B124).
Speech Change: Roll 1d.
1: You gain Mute (p. B125).
2: You gain Cannot Speak (p. B125).
3: You gain Disturbing Voice (p. B132).
4: You gain Stuttering (p. B157).
5: You gain Penetrating Voice (p. B101).
6: You gain Voice (p. B97).
Extra Arm: You gain an Extra Arm (p. B53). Roll 1d.
1-3: Left.
4-6: Right.
Roll another 1d.
1-4: Short.
5-6: Normal.
Roll another 1d.
1-2: Weak (1/4 ST).
3-4: Weak (1/2 ST).
5-6: Normal ST.
Extra Leg: You gain an Extra Leg (p. B54).
Extra Head: You gain an Extra Head (p. B54).
Atelekineticity: You become immune to the effects of telekinesis and become unable to use telekinesis yourself.
Spinal Deformation: Roll 1d.
1: You gain Bad Back (Mild) (p. B123).
2: You gain Bad Back (Severe) (p. B123).
3-4: You gain Hunchback (p. B139).
5: You gain Bad Back (Mild) (p. B123) and Hunchback (p. B139).
6: You gain Bad Back (Severe) (p. B123) and Hunchback (p. B139).
Colorblindness: You gain Colorblindness (p. B127).
Photosynthesis: Your skin becomes green, and you gain Doesn’t Eat or Drink (Food Only, -50%) and Dependency (Sunlight; Weekly) [-10].
Unusual Biochemistry: You gain Unusual Biochemistry (p. B160).
Sleep Alteration: Roll 1d.
1-4: You gain 1d/2 levels of Extra Sleep (p. B136).
5-6: You gain 1d/2 levels of Extra Sleep (p. B65).
Circulatory Alteration: Roll 1d.
1-5: You gain Hemophilia (p. B138).
6: You gain Injury Tolerance (No Blood) (p. B60).
Spine Loss: You gain Invertebrate (p. B140).
Pain Sensitivity: Roll 1d.
1-4: You gain Low Pain Threshold (p. B142).
5-6: You gain High Pain Threshold (p. B59).
Finger Melding: Roll 1d.
1-2: You gain Missing Finger on the left hand (p. B144).
3-4: You gain Missing Finger on the right hand (p. B144).
5: You gain Missing Thumb on the left hand (p. B144).
6: You gain Missing Thumb on the right hand (p. B144).
Crushing Resistance: Roll 1d.
1: You gain Vulnerability (Crushing, x4) (p. B161).
2: You gain Vulnerability (Crushing, x3) (p. B161).
3: You gain Vulnerability (Crushing, x2) (p. B161).
4: You gain DR 1 (Limited, Crushing, -40%; Tough Skin, -40%) (p. B46).
5: You gain DR 2 (Limited, Crushing, -40%; Tough Skin, -40%) (p. B46).
6: You gain DR 4 (Limited, Crushing, -40%; Tough Skin, -40%) (p. B46).
Cutting Resistance: Roll 1d.
1: You gain Vulnerability (Cutting, x4) (p. B161).
2: You gain Vulnerability (Cutting, x3) (p. B161).
3: You gain Vulnerability (Cutting, x2) (p. B161).
4: You gain DR 1 (Limited, Cutting, -40%; Tough Skin, -40%) (p. B46).
5: You gain DR 2 (Limited, Cutting, -40%; Tough Skin, -40%) (p. B46).
6: You gain DR 4 (Limited, Cutting, -40%; Tough Skin, -40%) (p. B46).
Impaling Resistance: Roll 1d.
1: You gain Vulnerability (Impaling, x4) (p. B161).
2: You gain Vulnerability (Impaling, x3) (p. B161).
3: You gain Vulnerability (Impaling, x2) (p. B161).
4: You gain DR 1 (Limited, Impaling, -40%; Tough Skin, -40%) (p. B46).
5: You gain DR 2 (Limited, Impaling, -40%; Tough Skin, -40%) (p. B46).
6: You gain DR 4 (Limited, Impaling, -40%; Tough Skin, -40%) (p. B46).
Piercing Resistance: Roll 1d.
1: You gain Vulnerability (Piercing, x4) (p. B161).
2: You gain Vulnerability (Piercing, x3) (p. B161).
3: You gain Vulnerability (Piercing, x2) (p. B161).
4: You gain DR 1 (Limited, Piercing, -40%; Tough Skin, -40%) (p. B46).
5: You gain DR 2 (Limited, Piercing, -40%; Tough Skin, -40%) (p. B46).
6: You gain DR 4 (Limited, Piercing, -40%; Tough Skin, -40%) (p. B46).
Twisted Mana Generator: You gain the Twisted Mana Generator disadvantage (GURPS Thaumatology, p. 61).
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